Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
By me. Uses Adaptive Images by Matt Wilcox.
After playing about four hours a day for a week, I completed this yesterday.
Short review: fightin’s better, writin’s worse.
It’s a magnificent game, though, in so many ways. While playing, the things that nagged nagged so badly I had to write them out just for catharsis – it’s rather satisfying, it lets you stop analysing those problems and get on with enjoying the game. I’ve included those here in case it’s also cathartic to read them, but skip em if you’re just having fun.
I’ve also hidden anything that could be construed as a spoiler, with a link to reveal it that says what section of the game it’s a spoiler for.
First, one thing I wish I’d known before I started: You’re repeatedly warned that when you do the next main mission, there’s no turning back. This is a lie. Until you go to a thing called the Omega Relay and click ‘Enter’, you can still go back and do anything you like. Even after that point, some of the side-missions and personal quests willl still be available after you finish the game.
I think she’s now my favourite game character of all time. In ME1 it was a combination of a smart, take-charge protagonist role, Jennifer Hale’s naturalistic, commanding performance of it, and dialogue options that let me walk the line between ‘stern’ and ‘asshole’ with gratifying precision. In ME2, it’s all those things with the added pleasure that this is now my character. It turns out there’s a world of difference between sequels where you play ‘the’ character from the first game, and ones where you play your character from the first game. The face is my own creation and the voice is BioWare’s choice, but the two are now so powerfully linked that I’d squirm to watch someone else play as their Shepard.
Totally redoing the classes was a smart move: each now has a unique defining power that you use in virtually every fight, and it really made me excited to try them all. Biotic powers were always physical, but now they take effect instantly, making them practical and impactful to play with. And Tech has been beefed up to feel tactile too: freezing someone with Cryo ammo and shattering them with a punch is wonderfully satisfying.
I played Vanguard, whose special ability is a hilariously unwise ramming move that zaps you across the field to slam your opponent flying. I had some incredible moments where I’d smash someone out of the window with that, then shotgun their friend and punch their robot dog. If you go a similar route, make sure you do Grunt’s personal mission. Later you can learn one of your squadmate’s unlocked abilities, and Fortification works brilliantly with Charge.
Wow. I think it helps to play the last game immediately before this to get the full effect: I literally completed one and fired up the other. Even just the aiming is so much smoother, faster and more precise, and then when you fire: pow! It actually sounds like a physical object was launched from this weapon by an explosion! I didn’t dislike the weapons in the first game, but a combination of the excellent sound design, more forceful animation response, and robot dismemberment make this so much more tactile and fun. It feels like a few guys spent the whole of ME2’s development working on /feel/, and I think that’s something every sequel team should have.
The cover system is horrible. By making it the same button as Sprint, Use and Jump, you have to hide behind things before you can climb over them, you’ll stick to things you wanted to run past, and you’ll jump over things you wanted to hide behind. They still haven’t fixed the only real problem with ME1’s system: that when in cover, you’re not allowed to shoot anything to your sides or in front of you: you actually have situations where you have to take a few seconds to unstick yourself from cover, then walk back to where you were to be able to aim at someone directly in front of you. Two years they had, one fix to make, failed unaccountably they gone did.
Instead: they should have just had a sprint button. While holding it, you run as fast as possible and vault over anything in your way. When you’re not holding it, you’ll take cover behind anything you’re touching if you’re in combat. If you aim at anyone you can’t shoot because the game doesn’t have animations for it, you automatically come out of cover to turn to face them properly.
ME2’s substitute for ammo: all guns have infinite ammo, but they all need cooling, and the cooling tube thingy needs replacing every few shots. Luckily they all take the same cooling clips, so any you find restock your ammo for all weapons.
Firstly, this sounds like nonsense. Secondly, it actually is. It’s okay for the player to not really buy into the cooling concept, if it at least explains the ammo mechanic. But this concept is both unconvincing and an outright lie. That’s not how it works. You can run out of cooling clips for your pistol and still have 245 for your sub machinegun. There’s no way to use the pistol until you find more cooling clips for it: so weapons do have mututally exclusive clip types. Guys, that’s just ammo. Just call the pickup an ‘ammo box’ and we’ll get that it contains some ammo for each of your weapons. Don’t invent a bizarre new concept and then lie about the way it works.
And after all that, the system truly sucks. I’m constantly out of ammo for the one gun I like because I’m only allowed to hold 16 shots for it, and switching between that and the shitty pistol is a massive hassle. If I find some cooling tubes, I have to pick up one, then switch to the gun I like, then load it, then pick up the next one. Otherwise, it’ll fill the reserve ammo without filling the magazine, leaving me with even less ammo for the only weapon I like.
Instead: each weapon should have its own ammo, and that ammo reserve should be replenished automatically when you’re out of combat. Still encourages weapon variety, but you don’t have to search the whole goddamn room for clips, making sure you have the right weapon out, after every fight.
Fails the first test of a name for any fictional character: use it in a sentence. “The Illusive Man is very impressed with your- heheh, no, I’m sorry, I can’t go on. The ILLUSIVE MAN? That’s what we’re calling him? In actual conversation?”
Instead: anything. I was vegetating in front of an episode of Friends the other day; Paul Rudd tried to come up with the worst name for himself imaginable, and settled on ‘Crapbag’. I would honest-to-God rather he was called that.
Some actions now give you points for both. BioWare, let me explain the genius of your system to you so you can go back to using it correctly. ‘Paragon’ means doing something kind when it is not necessary. ‘Renegade’ means doing what may be necessary, even if it’s unkind. A person can be both: I punch and threaten people to make sure I get what I need quickly, but I’ll save lives if it doesn’t risk the mission. A single action can’t be, they’re defined as the complement of each other.
Worse, there’s now a skill that dramatically amplifies your Paragon and Renegade scores, completely defeating the point of the system. The game’s perception of your badassness and heroism is now based almost entirely on how many points you’ve pumped into a skill, and worse, it’s the same skill for both. If I wipe out a species because I don’t trust them (to take an example from the first game), that’s not more Renegade if I have +4 in Assault Training when I do it.
I did like landing on strange new worlds in the Mako and drivin’ around a bit, but inevitably they couldn’t make good on the promise of that Star Trek fantasy in ME1. ME2’s just a realisation of what they can do: concentrate on the worlds there’s a good reason to visit, and make them awesome. There’s nowhere as drab or awkward as Noveria in this game, and some of the main planets are downright exciting. Illium, in particular, is made real by the way the missions there take you in hovercars to cool places.
In theory I like the change: I hit the 150 item limit in Mass Effect 1, and sorting through the shit was made needlessly hard by a rubbish interface. Here there’s only one or two new weapons to find for each slot, and everyone gets them. They’re even meaningfully different: the second Heavy Pistol you get has less ammo but more damage per shot.
The trouble is, the new weapons are also so much better than the old ones that there’s no decision to make. The second Sniper Rifle fires around 3,000% faster than the original one, so if there is any difference in the damage per shot, it’s irrelevant. In the end the only decision you get to make is which Heavy Weapon to take, and they’re so cumbersome and ammo-starved that you end up avoiding them for most of the game.
It’s also a pain in the arse to switch between the good ones. It’s nice that they no longer make you carry all four weapon types, but as a Vanguard, I’m stuck with some useless toy called a Shuriken Pistol between my proper pistol and my shotgun, meaning I can’t weapon switch effectively without having to pause the game.
Instead: all that needs to change is for the newer weapons you find, which are a bit different functionally, to be similar in overall power to the old ones. If they just want to upgrade my Heavy Pistol damage, give me a Heavy Pistol damage upgrade – there’s a whole system for that.
Okay Miranda, your previous ‘no smiling’ policy was working really well for me.
There’s no way to level up your squad or even see exactly what skills they have without leaving your ship with one of them and examining them planetside. And yet there’s a dedicated Squad screen on your personal terminal that would be perfect for it – instead, it’s functionless and missing most of the very information it’s there to provide.
To add weird problem to injury, every time you change area you have to re-select your squad and their equipment: even during the parts of the game when you have no choice of either.
Instead: assume I want to keep the squad members I selected when I left the Normandy, unless I turn back and try to leave the mission area: then, give me the option of aborting or switching squad.
The mini-game they’ve replaced the emptier exploration missions with really worked for me: the quivering line graphs gave a little thrill of excitement when they shook into a mountainous peak as I passed over a rich seam of Platinum. God damn you need a lot of Platinum in this game.
It does get old, but only shortly before you’ve got every upgrade you need. I think perhaps some late missions should give you a generous income of the main minerals so you can snap up anything you don’t already have.